4 * Created on: Aug 7, 2012
8 #include "SelectAttackType.h"
10 #include "SelectIkari.h"
11 #include "SelectItem.h"
12 #include "SelectMoveAction.h"
13 #include "SelectSpell.h"
14 #include "../AttackChoice.h"
15 #include "../BattleState.h"
16 #include "../../app/Application.h"
17 #include "../../app/Input.h"
18 #include "../../geometry/operators.h"
22 using app::Application;
24 using geometry::Point;
25 using geometry::Vector;
29 void SelectAttackType::EnterState(Application &c, SDL_Surface *screen) {
33 void SelectAttackType::ExitState(Application &c, SDL_Surface *screen) {
37 void SelectAttackType::ResumeState(Application &ctrl, SDL_Surface *screen) {
38 if (battle->AttackSelectionDone()) {
44 void SelectAttackType::PauseState(Application &ctrl, SDL_Surface *screen) {
49 void SelectAttackType::Resize(int width, int height) {
54 void SelectAttackType::HandleInput(const Input &input) {
55 if (input.IsDown(Input::PAD_UP)) {
56 battle->GetAttackTypeMenu().Select(AttackChoice::MAGIC);
57 } else if (input.IsDown(Input::PAD_RIGHT)) {
58 battle->GetAttackTypeMenu().Select(AttackChoice::DEFEND);
59 } else if (input.IsDown(Input::PAD_DOWN)) {
60 battle->GetAttackTypeMenu().Select(AttackChoice::IKARI);
61 } else if (input.IsDown(Input::PAD_LEFT)) {
62 battle->GetAttackTypeMenu().Select(AttackChoice::ITEM);
64 battle->GetAttackTypeMenu().Select(AttackChoice::SWORD);
67 if (input.JustPressed(Input::ACTION_A)) {
68 switch (battle->GetAttackTypeMenu().Selected()) {
69 case AttackChoice::SWORD:
70 // TODO: switch to target select
71 battle->SetAttackType(AttackChoice::SWORD);
74 case AttackChoice::MAGIC:
75 if (battle->ActiveHero().CanUseMagic()) {
76 ctrl->PushState(new SelectSpell(battle, this));
79 case AttackChoice::DEFEND:
80 battle->SetAttackType(AttackChoice::DEFEND);
83 case AttackChoice::IKARI:
84 ctrl->PushState(new SelectIkari(battle, this));
86 case AttackChoice::ITEM:
87 ctrl->PushState(new SelectItem(battle, this));
90 throw std::logic_error("selected invalid attack type");
92 } else if (input.JustPressed(Input::ACTION_B)) {
93 battle->SetAttackType(AttackChoice::UNDECIDED);
94 battle->PreviousHero();
95 if (battle->BeforeFirstHero()) {
96 ctrl->ChangeState(new SelectMoveAction(battle));
100 if (battle->AttackSelectionDone()) {
101 // TODO: switch to battle animation instead
106 void SelectAttackType::UpdateWorld(float deltaT) {
110 void SelectAttackType::Render(SDL_Surface *screen) {
111 Vector<int> offset(battle->CalculateScreenOffset(screen));
112 battle->RenderBackground(screen, offset);
113 battle->RenderMonsters(screen, offset);
114 battle->RenderHeroTags(screen, offset);
115 RenderMenu(screen, offset);
118 void SelectAttackType::RenderMenu(SDL_Surface *screen, const Vector<int> &offset) {
120 (battle->BackgroundWidth() - battle->GetAttackTypeMenu().Width()) / 2,
121 battle->BackgroundHeight() - battle->GetAttackTypeMenu().Height() - battle->GetAttackTypeMenu().Height() / 2);
122 battle->GetAttackTypeMenu().Render(screen, position + offset);